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GeForce 9800 GT 1GB vs GeForce GT 430 1GB

Intro

The GeForce 9800 GT 1GB features a core clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit memory bus, and uses a 65/55 nm design. It is comprised of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.

Compare those specifications to the GeForce GT 430 1GB, which has a core clock frequency of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 128-bit bus, and uses a 40 nm design. It features 96 SPUs, 16 Texture Address Units, and 4 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 430 1GB 60 Watts
GeForce 9800 GT 1GB 105 Watts
Difference: 45 Watts (75%)

Memory Bandwidth

In theory, the GeForce 9800 GT 1GB should be 100% quicker than the GeForce GT 430 1GB overall, because of its higher bandwidth. (explain)

GeForce 9800 GT 1GB 57600 MB/sec
GeForce GT 430 1GB 28800 MB/sec
Difference: 28800 (100%)

Texel Rate

The GeForce 9800 GT 1GB is a lot (more or less 200%) better at texture filtering than the GeForce GT 430 1GB. (explain)

GeForce 9800 GT 1GB 33600 Mtexels/sec
GeForce GT 430 1GB 11200 Mtexels/sec
Difference: 22400 (200%)

Pixel Rate

The GeForce 9800 GT 1GB should be much (approximately 243%) faster with regards to anti-aliasing than the GeForce GT 430 1GB, and also will be able to handle higher screen resolutions without losing too much performance. (explain)

GeForce 9800 GT 1GB 9600 Mpixels/sec
GeForce GT 430 1GB 2800 Mpixels/sec
Difference: 6800 (243%)

Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.

Price Comparison

GeForce 9800 GT 1GB

Amazon.com

GeForce GT 430 1GB

Amazon.com

Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.

Specifications

Model GeForce 9800 GT 1GB GeForce GT 430 1GB
Manufacturer nVidia nVidia
Year July 2008 October 2010
Code Name G92a/b GF108
Fab Process 65/55 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 1024 MB 1024 MB
Core Speed 600 MHz 700 MHz
Shader Speed 1500 MHz 1400 MHz
Memory Speed 900 MHz (1800 MHz effective) 900 MHz (1800 MHz effective)
Unified Shaders 112 96
Texture Mapping Units 56 16
Render Output Units 16 4
Bus Type GDDR3 GDDR3
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 105 watts 60 watts
Shader Model 4.0 5.0
Bandwidth 57600 MB/sec 28800 MB/sec
Texel Rate 33600 Mtexels/sec 11200 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 2800 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (measured in MB per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the bus width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.

Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.

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